diff --git a/src/graphics/renderers/GameRenderer.cpp b/src/graphics/renderers/GameRenderer.cpp index 85db0ba..88222eb 100644 --- a/src/graphics/renderers/GameRenderer.cpp +++ b/src/graphics/renderers/GameRenderer.cpp @@ -439,8 +439,8 @@ void GameRenderer::renderNextPanel( SDL_RenderLine(renderer, right, top, right, bottom); // right edge }; - //drawOutlineNoBottom(thinOutline, gridBorderColor); - //drawOutlineNoBottom(bayRect, bayOutline); + drawOutlineNoBottom(thinOutline, gridBorderColor); + drawOutlineNoBottom(bayRect, bayOutline); const float labelPad = tileSize * 0.25f; pixelFont->draw(renderer, panelX + labelPad, panelY + labelPad * 0.5f, "NEXT", 0.9f, labelColor); @@ -837,10 +837,14 @@ void GameRenderer::renderPlayingState( renderNextPanel(renderer, pixelFont, blocksTex, nextPanelTex, game->next(), NEXT_PANEL_X, NEXT_PANEL_Y, NEXT_PANEL_WIDTH, NEXT_PANEL_HEIGHT, finalBlockSize); // Draw a small filled connector to visually merge NEXT panel and grid border - SDL_SetRenderDrawColor(renderer, 60, 80, 160, 255); // same as grid border - float connectorY = NEXT_PANEL_Y + NEXT_PANEL_HEIGHT; // bottom of next panel (near grid top) - SDL_FRect connRect{ NEXT_PANEL_X, connectorY - 1.0f, NEXT_PANEL_WIDTH, 2.0f }; - SDL_RenderFillRect(renderer, &connRect); + // If an external NEXT panel texture is used, skip the connector to avoid + // drawing a visible seam under the image/artwork. + if (!nextPanelTex) { + SDL_SetRenderDrawColor(renderer, 60, 80, 160, 255); // same as grid border + float connectorY = NEXT_PANEL_Y + NEXT_PANEL_HEIGHT; // bottom of next panel (near grid top) + SDL_FRect connRect{ NEXT_PANEL_X, connectorY - 1.0f, NEXT_PANEL_WIDTH, 2.0f }; + SDL_RenderFillRect(renderer, &connRect); + } // Draw transport effect if active (renders the moving piece and trail) updateAndDrawTransport(renderer, blocksTex);